The contributions of this paper are as follows. We formulate an information design problem for a service scheduling game consisting of non-atomic agents. We characterize the equilibrium in full information and no information extremes. We show some results on when the planner can do no better than revealing the full information to the agents. We impose some assumptions on our model that will allow us to express the information design problem as a generalized problem of moments (GPM) [1]}. We use the computation tools for these problems
such as Gloptipoly [2]} to numerically solve the information design problem.
